/*
	File:		Laser.h
	Course:		SGD 1301
	Author:		Peter Nguyen
	Purpose:	CLaser class handles the laser entity
*/
#ifndef _LASER_H_
#define _LASER_H_

#include "Entity.h"
class CLaser : public CEntity
{
private:
	CEntity* m_pOwner;
	float	m_fRotation	;

public:
	CLaser();
	~CLaser();
	void Update( float fElapsedTime );
	void Render( void );
	bool OutsideBound();

public:
	CEntity* GetOwner ( void ) const	{	return m_pOwner;	}
	void	SetOwner		( CEntity* owner	)	{ m_pOwner = owner; m_pOwner->AddRef();}
	
	float	GetRotation		( void ) const	{	return m_fRotation		;		}
	void	SetRotation		( float rotation	)	{	m_fRotation		= rotation;		}
	
	bool CheckCollision( IEntity* pOther );
	
	RECT GetRect( void ) const;

};

#endif